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MenuScene.swift
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//
// MenuScene.swift
// blackjack.io
//
// Created by Jules on 09/09/2021.
//
import SpriteKit
import UIKit
class MenuScene: SKScene {
override func didMove(to view: SKView) {
backgroundColor = UIColor(red: 15/255, green: 33/255, blue: 46/255, alpha: 1.0)
layoutScene()
playbuttonFunc()
blackjackpng()
//for family: String in UIFont.familyNames{
// print(family)
//}
}
var playRec : SKShapeNode!
var playbutton : SKLabelNode!
var CoinsValue = 500
let fadeAction = SKAction.fadeAlpha(to: 0.1, duration: 0.2)
let pressedAction = SKAction.scale(to: 0.7, duration: 0.3)
let RectPressedAction = SKAction.scale(to: CGSize(width: 95, height: 45), duration: 0.3)
func UserCoins(){
UserDefaults.standard.setValue(CoinsValue, forKey: "UserCoins")
}
func layoutScene(){
//var backgroundsTextures : [SKTexture] = []
//for i in 1...6 {
// backgroundsTextures.append(SKTexture(imageNamed:"background\(i)"))
//}
//let backgroundAnimation = SKAction.animate(with: backgroundsTextures,timePerFrame: 0.08)
//let background = SKSpriteNode(imageNamed: "background1")
//background.size = CGSize(width: frame.maxX, height: frame.maxY)
//let backgroundInfinite = SKAction.repeatForever(backgroundAnimation)
//background.position = CGPoint(x : frame.midX,y: frame.midY)
//background.run(backgroundInfinite)
let rect = SKShapeNode(rectOf: CGSize(width: frame.maxX, height: frame.midY))
rect.position = CGPoint(x: frame.midX, y: frame.minY)
rect.fillColor = UIColor(red: 33/255, green: 55/255, blue: 67/255, alpha: 1.0)
rect.strokeColor = UIColor(red: 33/255, green: 55/255, blue: 67/255, alpha: 1.0)
addChild(rect)
}
func playbuttonFunc(){
let Playpos = CGPoint(x:frame.midX, y: frame.midY - 100)
playbutton = SKLabelNode(fontNamed:"TextaW00-Heavy")
playRec = SKShapeNode(rect: CGRect(x: frame.midX-52.5, y: frame.midY-112, width: 105, height: 50),cornerRadius: 5)
playRec.name = "rectbutton"
playRec.fillColor = UIColor(red: 4/255, green: 123/255, blue: 251/255, alpha: 1.0)
playRec.strokeColor = UIColor(red: 4/255, green: 123/255, blue: 251/255, alpha: 1.0)
playRec.name = "playrectangle"
playbutton.text = "PLAY"
playbutton.name = "playbutton"
playbutton.position = Playpos
playbutton.zPosition = 1
playbutton.fontSize = 32
//let scaleUpAction = SKAction.scale(to: 1.5, duration: 0.6)
//let scaleDownAction = SKAction.scale(to: 1, duration: 0.6)
//let waitAction = SKAction.wait(forDuration: 0.2)
//let scaleActionSequence = SKAction.sequence([scaleUpAction, scaleDownAction, waitAction])
//let repeatAction = SKAction.repeatForever(scaleActionSequence)
//playbutton.run(repeatAction)
addChild(playbutton)
addChild(playRec)
}
func playerCoins(){
//let coins = SKLabelNode(fontNamed:"Rust")
//var CoinsText = UserDefaults.value(forKey: "UserCoins")
//coins.text = CoinsText
}
func blackjackpng(){
let blackjackText = SKLabelNode(fontNamed:"TextaW00-Heavy")
blackjackText.xScale = 0.65
blackjackText.yScale = 0.65
blackjackText.text = "BLACKJACK.IO"
blackjackText.position = CGPoint(x:frame.midX, y: frame.midY + 155)
blackjackText.zPosition = 1
let fade = SKAction.fadeAlpha(to: 0.1, duration: 0)
let fadein = SKAction.fadeIn(withDuration: 1.2)
let scaleup = SKAction.scale(to: 1, duration: 1.2)
addChild(blackjackText)
blackjackText.run(scaleup)
blackjackText.run(SKAction.sequence([fade,fadein]))
}
func startgame(){
let gameScene = GameScene(size: view!.bounds.size)
let reveal = SKTransition.reveal(with: .left, duration: 0.1)
gameScene.scaleMode = .aspectFill
view!.presentScene(gameScene,transition: reveal)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?)
{
let fadeOut = SKAction.sequence([ SKAction.run{(self.playRec.run(self.fadeAction))},SKAction.run {
(self.playRec.run(self.RectPressedAction))
}, SKAction.run{(self.playbutton.run(self.fadeAction))}, SKAction.run{(self.playbutton.run(self.pressedAction))} ])
let waitAnimation = SKAction.wait(forDuration: 0.2)
let SwitchScene = SKAction.run{(self.startgame())}
let PressedbuttoN = SKAction.sequence([fadeOut,waitAnimation,SwitchScene])
for touch in touches {
let location = touch.location(in: self)
let touchedNode = self.nodes(at: location)
for node in touchedNode {
if node.name == "playrectangle"{
node.run(PressedbuttoN)
}
}
}
}
}